// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "ui/wm/core/shadow_controller.h"

#include <algorithm>
#include <vector>

#include "base/macros.h"
#include "base/memory/scoped_ptr.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/client/window_tree_client.h"
#include "ui/aura/test/aura_test_base.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/compositor/layer.h"
#include "ui/wm/core/default_activation_client.h"
#include "ui/wm/core/shadow.h"
#include "ui/wm/core/shadow_types.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/core/wm_state.h"
#include "ui/wm/public/activation_client.h"

namespace wm {

class ShadowControllerTest : public aura::test::AuraTestBase {
public:
    ShadowControllerTest() { }
    ~ShadowControllerTest() override { }

    void SetUp() override
    {
        wm_state_.reset(new wm::WMState);
        AuraTestBase::SetUp();
        new wm::DefaultActivationClient(root_window());
        aura::client::ActivationClient* activation_client = aura::client::GetActivationClient(root_window());
        shadow_controller_.reset(new ShadowController(activation_client));
    }
    void TearDown() override
    {
        shadow_controller_.reset();
        AuraTestBase::TearDown();
        wm_state_.reset();
    }

protected:
    ShadowController* shadow_controller() { return shadow_controller_.get(); }

    void ActivateWindow(aura::Window* window)
    {
        DCHECK(window);
        DCHECK(window->GetRootWindow());
        aura::client::GetActivationClient(window->GetRootWindow())->ActivateWindow(window);
    }

private:
    scoped_ptr<ShadowController> shadow_controller_;
    scoped_ptr<wm::WMState> wm_state_;

    DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest);
};

// Tests that various methods in Window update the Shadow object as expected.
TEST_F(ShadowControllerTest, Shadow)
{
    scoped_ptr<aura::Window> window(new aura::Window(NULL));
    window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window->Init(ui::LAYER_TEXTURED);
    ParentWindow(window.get());

    // We should create the shadow before the window is visible (the shadow's
    // layer won't get drawn yet since it's a child of the window's layer).
    ShadowController::TestApi api(shadow_controller());
    const Shadow* shadow = api.GetShadowForWindow(window.get());
    ASSERT_TRUE(shadow != NULL);
    EXPECT_TRUE(shadow->layer()->visible());

    // The shadow should remain visible after window visibility changes.
    window->Show();
    EXPECT_TRUE(shadow->layer()->visible());
    window->Hide();
    EXPECT_TRUE(shadow->layer()->visible());

    // If the shadow is disabled, it should be hidden.
    SetShadowType(window.get(), SHADOW_TYPE_NONE);
    window->Show();
    EXPECT_FALSE(shadow->layer()->visible());
    SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR);
    EXPECT_TRUE(shadow->layer()->visible());

    // The shadow's layer should be a child of the window's layer.
    EXPECT_EQ(window->layer(), shadow->layer()->parent());

    window->parent()->RemoveChild(window.get());
    aura::Window* window_ptr = window.get();
    window.reset();
    EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL);
}

// Tests that the window's shadow's bounds are updated correctly.
TEST_F(ShadowControllerTest, ShadowBounds)
{
    scoped_ptr<aura::Window> window(new aura::Window(NULL));
    window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window->Init(ui::LAYER_TEXTURED);
    ParentWindow(window.get());
    window->Show();

    const gfx::Rect kOldBounds(20, 30, 400, 300);
    window->SetBounds(kOldBounds);

    // When the shadow is first created, it should use the window's size (but
    // remain at the origin, since it's a child of the window's layer).
    SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR);
    ShadowController::TestApi api(shadow_controller());
    const Shadow* shadow = api.GetShadowForWindow(window.get());
    ASSERT_TRUE(shadow != NULL);
    EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(),
        shadow->content_bounds().ToString());

    // When we change the window's bounds, the shadow's should be updated too.
    gfx::Rect kNewBounds(50, 60, 500, 400);
    window->SetBounds(kNewBounds);
    EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(),
        shadow->content_bounds().ToString());
}

// Tests that activating a window changes the shadow style.
TEST_F(ShadowControllerTest, ShadowStyle)
{
    ShadowController::TestApi api(shadow_controller());

    scoped_ptr<aura::Window> window1(new aura::Window(NULL));
    window1->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window1->Init(ui::LAYER_TEXTURED);
    ParentWindow(window1.get());
    window1->SetBounds(gfx::Rect(10, 20, 300, 400));
    window1->Show();
    ActivateWindow(window1.get());

    // window1 is active, so style should have active appearance.
    Shadow* shadow1 = api.GetShadowForWindow(window1.get());
    ASSERT_TRUE(shadow1 != NULL);
    EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());

    // Create another window and activate it.
    scoped_ptr<aura::Window> window2(new aura::Window(NULL));
    window2->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window2->Init(ui::LAYER_TEXTURED);
    ParentWindow(window2.get());
    window2->SetBounds(gfx::Rect(11, 21, 301, 401));
    window2->Show();
    ActivateWindow(window2.get());

    // window1 is now inactive, so shadow should go inactive.
    Shadow* shadow2 = api.GetShadowForWindow(window2.get());
    ASSERT_TRUE(shadow2 != NULL);
    EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style());
    EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style());
}

// Tests that shadow gets updated when the window show state changes.
TEST_F(ShadowControllerTest, ShowState)
{
    ShadowController::TestApi api(shadow_controller());

    scoped_ptr<aura::Window> window(new aura::Window(NULL));
    window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window->Init(ui::LAYER_TEXTURED);
    ParentWindow(window.get());
    window->Show();

    Shadow* shadow = api.GetShadowForWindow(window.get());
    ASSERT_TRUE(shadow != NULL);
    EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow->style());

    window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_MAXIMIZED);
    EXPECT_FALSE(shadow->layer()->visible());

    window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_NORMAL);
    EXPECT_TRUE(shadow->layer()->visible());

    window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_FULLSCREEN);
    EXPECT_FALSE(shadow->layer()->visible());
}

// Tests that we use smaller shadows for tooltips and menus.
TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus)
{
    ShadowController::TestApi api(shadow_controller());

    scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL));
    tooltip_window->SetType(ui::wm::WINDOW_TYPE_TOOLTIP);
    tooltip_window->Init(ui::LAYER_TEXTURED);
    ParentWindow(tooltip_window.get());
    tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400));
    tooltip_window->Show();

    Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get());
    ASSERT_TRUE(tooltip_shadow != NULL);
    EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style());

    scoped_ptr<aura::Window> menu_window(new aura::Window(NULL));
    menu_window->SetType(ui::wm::WINDOW_TYPE_MENU);
    menu_window->Init(ui::LAYER_TEXTURED);
    ParentWindow(menu_window.get());
    menu_window->SetBounds(gfx::Rect(10, 20, 300, 400));
    menu_window->Show();

    Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get());
    ASSERT_TRUE(menu_shadow != NULL);
    EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style());
}

// http://crbug.com/120210 - transient parents of certain types of transients
// should not lose their shadow when they lose activation to the transient.
TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow)
{
    ShadowController::TestApi api(shadow_controller());

    scoped_ptr<aura::Window> window1(new aura::Window(NULL));
    window1->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window1->Init(ui::LAYER_TEXTURED);
    ParentWindow(window1.get());
    window1->SetBounds(gfx::Rect(10, 20, 300, 400));
    window1->Show();
    ActivateWindow(window1.get());

    // window1 is active, so style should have active appearance.
    Shadow* shadow1 = api.GetShadowForWindow(window1.get());
    ASSERT_TRUE(shadow1 != NULL);
    EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());

    // Create a window that is transient to window1, and that has the 'hide on
    // deactivate' property set. Upon activation, window1 should still have an
    // active shadow.
    scoped_ptr<aura::Window> window2(new aura::Window(NULL));
    window2->SetType(ui::wm::WINDOW_TYPE_NORMAL);
    window2->Init(ui::LAYER_TEXTURED);
    ParentWindow(window2.get());
    window2->SetBounds(gfx::Rect(11, 21, 301, 401));
    AddTransientChild(window1.get(), window2.get());
    aura::client::SetHideOnDeactivate(window2.get(), true);
    window2->Show();
    ActivateWindow(window2.get());

    // window1 is now inactive, but its shadow should still appear active.
    EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
}

} // namespace wm
